22 コメント

What song is used in the video? I was just watching TV and saw an ad using the same song as this video. It took me a bit to place where I originally heard the song from but now I know, it’s from this Unity3D video :)

@ Adriaan: if the skybox is behind the window, then it should behave exactly as you want it to :-)

@Psychoz: we are actually working on one

@laurent: there is no update to the motion blur, so it still has the old accumulation buffer principle. however, in the future, there might be a nice & ready-to-use velocity buffer as part of the deferred pass :-). let’s see

@alex: clouds cast shadows in the sense that they block the light that radiates from the skybox. so, uhm … “no” :-). if you want shadow map shadows on the ground, some additional magickery is needed.

You say that the sun shaft effect is applied to a skybox. So with this, is it possible to create the following: Have your camera inside an interior, with a window that has some horizontal blinds in front of it. Then have the sun shafts realistically shine through the gaps between the blinds into the interior.

Or will this require a point/spot light placed nearer to the outside of the window?

@Psychoz: gotta ask demo team to work on that, I’m not writing much shaders these days :) But really, all you need is someone who knows shaders. There’s nothing that needs internal access to Unity code to do that; all you need is some shaders & some scripts. Of course, writing them could be hard; but it would be just as hard for us as for you.

Hey Aras,
Could you work later on (3.x) on volumetric lighting shader?
We are dying for it. This could be a very powerful complement to your new lens/shaft shaders. Our games lighting will be a lot better and more dynamic!
Cant wait to start playing out with Unity3 beta.
Very nice/awesome work!
Cheers,

@Alex: I’m fairly certain that is a simple skybox in the video. So in that particular scene the clouds would not have shadows.

I will tell you that even in 2.x I’ve been able to impliment quasi-volumetric shadow casting clouds with relative ease. That is the beauty of Unity. You can create any weather effects/systems you wish.

@Demo Team: Great work on the new effects. Scraping together my funds for a pre-order :p

Okay…how in the WORLD do you all do this stuff? It’s simply amazing what you’ve done with the technology available to you, and made it available at such an affordable price to people.

You must have hired the most brilliant people money could buy, which doesn’t make sense because your product is extremely affordable for what’s in it, or you hired gnomes with magic computers to help you.

Seriously though, amazing work. You all never cease to amaze. I can’t imagine what you will do next.

@Hamzeh: I think that should be possible even with Unity 2.x. Would require a little bit of work, but all it needs is to render light shape in 3D, calculating light emission/absorption integral over the volume. In other words, you need scene’s depth texture and a somewhat complex pixel shader to calculate this effect.

Great work, It looks amazing.
I’m always looking forward to seeing new tutorials uploaded to unity website (never enough of nice tutorials).
Will these tutorials be freely available for downoad when unity 3 ships ?
cheers.